@AssInAss said:
@SpudBug said:
It was pretty cool for a way to tell a story through very simple graphics, sound, and in a short amount of time.
I'm not sure why I was walking through a museum telling me about Bernoulli's principle though.
My speculation is you're playing as not Citizen Abel at that point, but as someone else in the future checking out the exploits of Abel's crime caper exploits presented in a museum like Butch Cassidy or Jesse James.
I think that stuff has to do with the whole 'theory of flight stuff', but I also kind of read into it as there justification as to why they made the game like that. As in:
The right shaped wings: The game world: graphics / level design / lighting
The right shaped pressure: The pace of the game and the way it flash forwards / backwards
The right angle: The story itself, and the way they allude it to being a spy style story.
Who knows though, they could have just thought it was a cool idea that fitted well with the museum. I've no idea who you play as in the end, and get the feeling that idea never came up. Don't see why it can't be Citizen Abel though, as it doesn't necessarily have to be 'physical world' kind of thing.
@AssInAss: I totally didn't see it was
The girl from Gravity Bone in the bed. The plot thickens! I first thought this was actually a prequel to Gravity Bone, as the girl was there and you didn't fucking murder her for pushing you off a building. So it's either a sequel to it, and Citizen Abel just straight up misses her or it's a 'parallel universe' type deal where neither of the events happen in the same time-line or something.
It terms of the time period, I don't see why it can't be modern day in their own world, because there's nothing saying it has to be on our Earth. If you look at the Airport departures board, none of those places we're real-life locations. I also don't think it matters particularly much, just that wherever they are is well-realised enough to be realistic by their terms. Why I think it does quite well.
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